Merge branch 'master' into SQC-22

This commit is contained in:
MarcEricMartel
2023-11-06 15:39:54 -05:00
committed by GitHub
44 changed files with 1793 additions and 666 deletions

View File

@@ -25,13 +25,14 @@
<ClInclude Include="engine.h" />
<ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" />
<ClInclude Include="remoteplayer.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" />
<ClInclude Include="textureatlas.h" />
<ClInclude Include="tool.h" />
<ClInclude Include="vertexbuffer.h" />
<ClInclude Include="worldrenderer.h" />
<ClInclude Include="renderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="audio.cpp" />
@@ -40,13 +41,14 @@
<ClCompile Include="main.cpp" />
<ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" />
<ClCompile Include="remoteplayer.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" />
<ClCompile Include="textureatlas.cpp" />
<ClCompile Include="tool.cpp" />
<ClCompile Include="vertexbuffer.cpp" />
<ClCompile Include="worldrenderer.cpp" />
<ClCompile Include="renderer.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
@@ -130,7 +132,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -145,7 +147,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -162,7 +164,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel>
@@ -184,7 +186,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel>

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@@ -47,7 +47,10 @@
<ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="worldrenderer.h">
<ClInclude Include="renderer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
@@ -88,7 +91,10 @@
<ClCompile Include="mesh.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="worldrenderer.cpp">
<ClCompile Include="renderer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>

View File

@@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Client VERSION 0.8)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_BUILD_DIRECTORY "./build")
@@ -50,7 +50,8 @@ add_executable(SQCSim-client
"../textureatlas.cpp"
"../tool.cpp"
"../vertexbuffer.cpp"
"../worldrenderer.cpp"
"../renderer.cpp"
"../remoteplayer.cpp"
"../main.cpp"
)

View File

@@ -42,7 +42,7 @@ int Connector::Init() {
return 0;
}
int Connector::Connect(char* srv_addr, std::string name) {
int Connector::Connect(const char* srv_addr, std::string name) {
sockaddr_in add;
m_srvsockaddr.sin_family = AF_INET;
m_srvsockaddr.sin_port = htons(SRV_PORT);
@@ -54,44 +54,60 @@ int Connector::Connect(char* srv_addr, std::string name) {
if (connect(m_sock_tcp, (sockaddr*)&m_srvsockaddr, sizeof(m_srvsockaddr)) < 0) {
std::cout << "<EFBFBD>chec de la connexion." << std::endl;
return 2;
}
char* buf = new char[150];
uint32_t buflen = 150;
flag_t flag = 1;
if (ioctl(m_sock_tcp, SOCK_NONBLOCK, &flag) < 0) {
std::cout << "Impossible de mettre le socket en mode non-bloquant." << std::endl;
return 3;
}
netprot::Buffer bf;
netprot::LoginInfo log;
memcpy(&log.name, name.c_str(), name.size() + 1);
strcpy(log.name, name.c_str());
netprot::Serialize(&log, &buf, &buflen);
netprot::sendPack(m_sock_tcp, &log, &bf);
int se = send(m_sock_tcp, buf, buflen, 0);
bool ready = false;
int errors = 0;
std::vector<netprot::Packet> lsPck;
while (!ready) {
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
delete[] buf;
buf = new char[150] {0};
buflen = 150;
int rpack = 0;
while (rpack < 2) {
recv(m_sock_tcp, buf, buflen, 0);
switch (netprot::getType(buf, buflen)) {
case netprot::PACKET_TYPE::LOGINF:
if (!netprot::Deserialize(&m_loginfo, buf, buflen)) {
std::cout << "Packet LoginInfo invalide." << std::endl;
return 2;
for (auto& pck : lsPck) {
bool bypass_delete = false;
netprot::PlayerInfo* pl = nullptr;
switch (pck.type) {
using enum netprot::PACKET_TYPE;
case LOGINF:
m_loginfo = netprot::LoginInfo((netprot::LoginInfo*)pck.ptr);
break;
case GAMEINFO:
m_gameinfo = netprot::GameInfo((netprot::GameInfo*)pck.ptr);
break;
case PLAYINF:
pl = (netprot::PlayerInfo*)pck.ptr;
m_players[pl->id] = pl;
bypass_delete = true;
break;
case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
break;
case SYNC:
m_origin = netprot::Sync((netprot::Sync*)pck.ptr);
ready = true;
break;
default:
errors++;
break;
}
++rpack;
break;
case netprot::PACKET_TYPE::GAMEINFO:
if (!netprot::Deserialize(&m_gameinfo, buf, buflen)) {
std::cout << "Packet GameInfo invalide." << std::endl;
return 3;
}
++rpack;
break;
default:
std::cout << "Packet invalide." << std::endl;
break;
if (!bypass_delete)
netprot::emptyPack(pck);
}
lsPck.clear();
if (errors > 100)
return 4;
}
return 0;
}
@@ -99,3 +115,5 @@ int Connector::Connect(char* srv_addr, std::string name) {
uint64_t Connector::getId() const { return m_loginfo.sid; }
unsigned int Connector::getSeed() const { return m_gameinfo.seed; }
netprot::Sync Connector::getOrigin() const { return m_origin; }

View File

@@ -11,26 +11,32 @@ public:
~Connector();
int Init();
int Connect(char* srv_addr, std::string name);
int Connect(const char* srv_addr, std::string name);
uint64_t getId() const;
unsigned int getSeed() const;
netprot::Sync getOrigin() const;
//void SendInput();
//int Sync();
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
sockaddr_in m_srvsockaddr;
// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
std::map<uint64_t, netprot::PlayerInfo> m_players;
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
std::map<Timestamp, netprot::Input> m_inputmanifest;
std::map<uint64_t, netprot::PlayerInfo> m_players;
std::map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo;
sockaddr_in m_srvsockaddr;
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
netprot::Sync m_origin;
};
#endif

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@@ -20,7 +20,6 @@
#include <climits>
#endif
#define NETWORK_TEST false
#define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300

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@@ -18,7 +18,8 @@
#include "audio.h"
#include "textureatlas.h"
#include "connector.h"
#include "worldrenderer.h"
#include "renderer.h"
#include "remoteplayer.h"
class Engine : public OpenglContext {
public:
@@ -26,6 +27,7 @@ public:
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawPause();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
@@ -38,23 +40,24 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
float GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn;
Shader m_shader01;
@@ -62,12 +65,17 @@ private:
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
Renderer m_renderer = Renderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -80,8 +88,10 @@ private:
Bullet* m_bullets[MAX_BULLETS];
std::map<uint64_t, Player*> m_players;
//Menu
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
@@ -89,13 +99,21 @@ private:
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
float m_scale;
float m_time = 0;
float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
float m_Width = 0;
float m_Height = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
bool m_damage = false;
bool m_wireframe = false;
bool m_isSkybox = true;
bool m_block = false;
@@ -104,6 +122,7 @@ private:
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_keyK = false;
@@ -122,6 +141,8 @@ private:
float m_mousemx = 0;
float m_mousemy = 0;
bool m_networkgame = false;
std::string m_messageNotification = "";
};

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@@ -9,7 +9,7 @@ Mesh::~Mesh() {
void Mesh::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
//delete[] m_vd;
}
void Mesh::FlushVBO() {

View File

@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{
}
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{
m_title = title;
@@ -22,13 +23,14 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen())
{
clock.restart();
sf::Event Event;
while (m_app.pollEvent(Event))
{
switch(Event.type)
clock.restart();
sf::Event Event;
while (m_app.pollEvent(Event))
{
switch (Event.type)
{
case sf::Event::Closed:
m_app.close();
break;
@@ -51,29 +53,29 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y);
break;
case sf::Event::MouseWheelMoved:
if(Event.mouseWheel.delta > 0)
if (Event.mouseWheel.delta > 0)
MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y);
else
MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y);
break;
default: break;
}
}
}
m_app.setActive();
Render(m_lastFrameTime);
m_app.display();
m_lastFrameTime = clock.getElapsedTime().asSeconds();
// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
if(waitTime > 0)
{
sf::sleep(sf::seconds(waitTime));
m_app.setActive();
Render(m_lastFrameTime);
m_app.display();
m_lastFrameTime = clock.getElapsedTime().asSeconds();
}
// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
if (waitTime > 0)
{
sf::sleep(sf::seconds(waitTime));
m_lastFrameTime = clock.getElapsedTime().asSeconds();
}
}
UnloadResource();

View File

@@ -4,6 +4,7 @@
#include <string>
#include <SFML/Window.hpp>
#include "define.h"
#include "texture.h"
// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
class OpenglContext
@@ -31,7 +32,6 @@ public:
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
bool Start(const std::string& title, int width, int height, bool fullscreen);
bool Stop();

View File

@@ -0,0 +1,70 @@
#include "remoteplayer.h"
#include <iostream>
#include <cstring>
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : Player(Vector3f(0, 0, 0), 0, 0), m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
}
void RemotePlayer::Init() {
}
void RemotePlayer::Feed(const netprot::Output out) {
current.position = out.position;
current.direction = out.direction;
current.states = out.states;
current.id = out.id;
//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
if (current.position != previous.position)
{
Vector3f positionDelta = current.position - previous.position;
m_position = current.position + positionDelta;
m_direction = current.direction;
}
if(current.direction != previous.direction)
{
m_direction = current.direction;
current.direction = current.direction;
}
if (current.states.shooting) {
//true;
m_animstate = Anim::SHOOTING;
}
else if (current.states.jumping) {
//true;
m_animstate = Anim::JUMPING;
}
else if (current.states.dead) {
//true;
m_animstate = Anim::DEAD;
}
else if(current.states.powerup){
//true;
m_animstate = Anim::POWERUP;
}
else if (current.states.still) {
//true;
m_animstate = Anim::STILL;
}
else if (current.states.running) {
//true;
m_animstate = Anim::RUNNING;
}
previous.direction = current.direction;
previous.position = current.position;
previous.states = current.states;
previous.id = current.id;
}

26
SQCSim2021/remoteplayer.h Normal file
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@@ -0,0 +1,26 @@
#ifndef REMOTEPLAYER_H__
#define REMOTEPLAYER_H__
#include "../SQCSim-common/player.h"
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
class RemotePlayer : public Player {
public:
enum Anim { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
RemotePlayer(netprot::PlayerInfo pinfo);
void Init();
void Feed(const netprot::Output out);
private:
netprot::Output current, previous;
netprot::PlayerInfo m_pinfo;
float m_aminacc;
Anim m_animstate;
uint64_t m_team_id;
};
#endif

View File

@@ -1,13 +1,13 @@
#include "worldrenderer.h"
#include "renderer.h"
WorldRenderer::WorldRenderer() {
Renderer::Renderer() {
m_meshes.Reset(nullptr);
}
WorldRenderer::~WorldRenderer() {
Renderer::~Renderer() {
}
void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) {
void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const {
rendercount = 0;
Vector3f angle;
Vector3f cursor;
@@ -18,7 +18,7 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
direct.Normalize();
pos.y = 1;
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal à être rendus.
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal <EFBFBD> <20>tre rendus.
//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
@@ -27,18 +27,18 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
int echantillons;
if (dist > VIEW_DISTANCE * .1f) {
sinus = .00872653549f; // sin(1/2 degré)
cosinus = .99996192306; // cos(1/2 degré)
sinus = .00872653549f; // sin(1/2 degr<EFBFBD>)
cosinus = .99996192306; // cos(1/2 degr<EFBFBD>)
echantillons = 180;
}
//else {//if (dist > VIEW_DISTANCE * .3f) {
// sinus = .01151891831f; // sin(2/3 degré)
// cosinus = .99993365506; // cos(2/3 degré)
// sinus = .01151891831f; // sin(2/3 degr<EFBFBD>)
// cosinus = .99993365506; // cos(2/3 degr<EFBFBD>)
// echantillons = 120;
//}
//else if (dist > VIEW_DISTANCE * .2f) {
// sinus = .01745240643; // sin(1 degré)
// cosinus = .99984769515; // cos(1 degré)
// sinus = .01745240643; // sin(1 degr<EFBFBD>)
// cosinus = .99984769515; // cos(1 degr<EFBFBD>)
// echantillons = 90;
//}
//else if (dist > VIEW_DISTANCE * .1f) {
@@ -72,7 +72,7 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
bool valide = true;
unsigned int chx, chy;
origin->ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de vérifier seulement contre celles ajoutées dans la frame, et ne pas avoir à refaire l'array à chaque frame.
for (int index = 0; index < rendercount; ++index) // Permet de v<EFBFBD>rifier seulement contre celles ajout<EFBFBD>es dans la frame, et ne pas avoir <EFBFBD> refaire l'array <EFBFBD> chaque frame.
if (renderManifest[index].x == chx && renderManifest[index].z == chy)
valide = false;
@@ -107,7 +107,7 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
glStencilFunc(GL_GREATER, 1, 0xFF);
};
void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x;
int cy = player.z;
static int frameUpdate = 2;
@@ -212,3 +212,10 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
}
}
void Renderer::RenderPlayer(Player* player, Transformation tran) const {
}
void Renderer::RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const {
}

30
SQCSim2021/renderer.h Normal file
View File

@@ -0,0 +1,30 @@
#ifndef RENDERER_H__
#define RENDERER_H__
#include <future>
#include <thread>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "define.h"
#include "mesh.h"
#include "textureatlas.h"
#include "shader.h"
#include "remoteplayer.h"
class Renderer {
private:
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
TextureAtlas* m_playertext = nullptr;
Shader* m_playershader = nullptr;
public:
Renderer();
~Renderer();
void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const;
void RenderPlayer(Player* player, Transformation tran) const;
void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const;
};
#endif

View File

@@ -8,30 +8,30 @@ void Skybox::Init(float size){
int count = 0;
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24];
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);

View File

@@ -1,23 +0,0 @@
#ifndef WORLDRENDERER_H__
#define WORLDRENDERER_H__
#include <future>
#include <thread>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "define.h"
#include "mesh.h"
#include "textureatlas.h"
#include "shader.h"
class WorldRenderer {
private:
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
public:
WorldRenderer();
~WorldRenderer();
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas);
void UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
};
#endif